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- /*
- * Copyright 2011-2013 Blender Foundation
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
- #include "render/background.h"
- #include "device/device.h"
- #include "render/integrator.h"
- #include "render/graph.h"
- #include "render/nodes.h"
- #include "render/scene.h"
- #include "render/shader.h"
- #include "util/util_foreach.h"
- #include "util/util_math.h"
- #include "util/util_types.h"
- CCL_NAMESPACE_BEGIN
- NODE_DEFINE(Background)
- {
- NodeType *type = NodeType::add("background", create);
- SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f);
- SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX);
- SOCKET_BOOLEAN(use_shader, "Use Shader", true);
- SOCKET_BOOLEAN(use_ao, "Use AO", false);
- SOCKET_UINT(visibility, "Visibility", PATH_RAY_ALL_VISIBILITY);
- SOCKET_BOOLEAN(transparent, "Transparent", false);
- SOCKET_BOOLEAN(transparent_glass, "Transparent Glass", false);
- SOCKET_FLOAT(transparent_roughness_threshold, "Transparent Roughness Threshold", 0.0f);
- SOCKET_NODE(shader, "Shader", &Shader::node_type);
- return type;
- }
- Background::Background() : Node(node_type)
- {
- need_update = true;
- }
- Background::~Background()
- {
- }
- void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene)
- {
- if (!need_update)
- return;
- device_free(device, dscene);
- Shader *bg_shader = shader;
- if (use_shader) {
- if (!bg_shader)
- bg_shader = scene->default_background;
- }
- else
- bg_shader = scene->default_empty;
- /* set shader index and transparent option */
- KernelBackground *kbackground = &dscene->data.background;
- kbackground->ao_factor = (use_ao) ? ao_factor : 0.0f;
- kbackground->ao_bounces_factor = ao_factor;
- kbackground->ao_distance = ao_distance;
- kbackground->transparent = transparent;
- kbackground->surface_shader = scene->shader_manager->get_shader_id(bg_shader);
- if (transparent && transparent_glass) {
- /* Square twice, once for principled BSDF convention, and once for
- * faster comparison in kernel with anisotropic roughness. */
- kbackground->transparent_roughness_squared_threshold = sqr(
- sqr(transparent_roughness_threshold));
- }
- else {
- kbackground->transparent_roughness_squared_threshold = -1.0f;
- }
- if (bg_shader->has_volume)
- kbackground->volume_shader = kbackground->surface_shader;
- else
- kbackground->volume_shader = SHADER_NONE;
- /* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */
- if (bg_shader->graph->nodes.size() <= 1) {
- kbackground->surface_shader |= SHADER_EXCLUDE_ANY;
- }
- /* Background present, check visibilities */
- else {
- if (!(visibility & PATH_RAY_DIFFUSE))
- kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE;
- if (!(visibility & PATH_RAY_GLOSSY))
- kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY;
- if (!(visibility & PATH_RAY_TRANSMIT))
- kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT;
- if (!(visibility & PATH_RAY_VOLUME_SCATTER))
- kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER;
- if (!(visibility & PATH_RAY_CAMERA))
- kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA;
- }
- need_update = false;
- }
- void Background::device_free(Device * /*device*/, DeviceScene * /*dscene*/)
- {
- }
- bool Background::modified(const Background &background)
- {
- return !Node::equals(background);
- }
- void Background::tag_update(Scene *scene)
- {
- scene->integrator->tag_update(scene);
- need_update = true;
- }
- CCL_NAMESPACE_END
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